Graphics Programming weekly - Issue 137 — June 21, 2020


Rendering Layered Materials with Anisotropic Interfaces

  • a lightweight and efficient method to render layered materials with anisotropic interfaces
  • based around GGX BRDF lobes approximations when aligned with the tangent frame


Technically Art: Issue 57 (19.06.2020)

  • collection of tweets related to VFX, shaders, and game art


Improving GPU Profiling on Oculus Quest

  • overview of two new libraries developed by Oculus and Qualcomm to expose low-level profiling information designed for tile-based architectures
  • Ovrgpuprofiler is a CLI application that provides access to assembled real-time metric details based on the low-level information


Implementing Stochastic Levels of Detail with Microsoft DirectX Raytracing

  • the article presents how to use stochastic LOD selection for a DXR based ray-tracer
  • the given technique uses a combination of ray and instance mask to influence the ray selection
  • discusses the importance of selecting consistent LODs between rays and shows a performance comparison


Oodle Texture slashes game sizes

  • the article explains how Oodle Texture can prepare BC textures in such a way that secondary compressions stages (such as zlib) will be able to compress it further
  • shows what Rate-Distortion Optimization is and presents considerations regarding the importance of error estimators


Announcing CUDA on Windows Subsystem for Linux 2

  • the article presents CUDA for WSL 2, how to use it and additionally shows how it cooperates with container workloads

Detecting Bias in Monte Carlo Renderers using Welch’s t-test

  • the paper presents to Welch’s statistical t-test can be used to detect bias even with low sample counts
  • presents techniques to visualize and analyze the test results

Top Nine Questions About the ‘Ray Tracing Essentials’ series from Developers

  • the article contains the answers to some common question viewers of the Ray Tracing Essentials webinar had


GPU Optimization for GameDev

  • an extensive collection resource covering various aspects of GPU optimizations


Creating shader animation in Unity

  • the article presents how to create a running rat animation using a vertex shader
  • this is archived by using UV partitioning to apply different animations to different body parts

From 0 to glTF with WebGPU: The First Triangle

  • the first part of a WebGPU series shows the necessary steps required to render the first triangle

From 0 to glTF with WebGPU: Bind Groups

  • this tutorial explains how to bind resources and uses this to add basic camera movement support

Can’t Invert the CDF? The Triangle-Cut Parameterization of the Region under the Curve

  • the paper presents a technique that allows Cumulative Distribution Functions that cannot be inverted to still offer an analytical and exact solution
  • shows the method at the example of a unit square, stratified sampling of a truncated disk and torus


The Forge - Raytracing Benchmarks

  • overview of cross-platform raytracing abstraction in “The Forge” and a summary of performance numbers on different platforms


A Scalable and Production Ready Sky and Atmosphere Rendering Technique

  • the paper presents the sky and atmosphere model developed by Epic Games that support dynamic viewpoints between planet surface and space
  • support different weather and planetary atmospheric settings without high dimensional lookup tables


[video] Flowmaps, gradient maps, gas giants

  • the video tutorial explains UV animation, extending this to support varying animations between pixels using flow maps
  • uses the presented technique to implement a movement of a planet atmosphere using the Godot engine


Thanks to Angel Ortiz for support of this series.


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